================================================================================
* LEVEL INFORMATION *
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TITLE                   : Subway 2
FILENAME                : ut_subway2.pk3
AUTHOR                  : Michael "laerth" Daugherty
DATE                    : 11.23.2002
GAME                    : Urban Terror, a mod for Quake 3 Arena
TYPE                    : Teamplay
EMAIL ADDRESS           : laerth@planetquake.com
HOMEPAGE URL            : http://www.planetquake.com/cc/
 
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* LEVEL DESCRIPTION *
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A one-track subway station with a 3-car train in the center.

This level requires Urban Terror (http://www.urbanterror.net) to be experienced 
properly, although you can load the map and run around in regular Q3A.

This map is an update to the original ut_subway; it is not a completely new level.
After watching a demo of a 2-hour overtime clan match on ut_subway, I realized 
that this map, with its close-quarters combat and 2-choke gameplay, has become 
less dynamic as clans have mastered it over the last 10 months. By adding two paths
to a new "Underpass" area beneath the subway station, I hope to mix up the action 
a little bit.

For those of you who still want the "brute force" and "compartmental" strategy of 
ut_subway, I encourage you to stick with the original, as it's still a great map.
However, give a ut_subway2 a chance, as it offers the same close-quarters action,
but with more choices and space to move around.
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* INSTALLATION INSTRUCTIONS *
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1. First delete or move any previous versions of ut_subway2 (a-b and rc1) from your X:\quake3\q3ut2\ directory.
	NOTE: 	ut_subway2 is fully compatible with the original ut_subway; you do not need to delete 
		ut_subway.pk3)
2. Extract ut_subway2.ZIP and place ut_subway2.PK3 in X:\quake3\q3ut2\

3. Load UT and in the console type: "map ut_subway2"
	Or, if you'd like to play w/ bots:
		1. Load UT and make sure bots are enabled (type "bot_enable 1" in the console)
		2. Select "start server" from the main menu.
		3. Select your gametype (CTF, TDM, TS, etc.), then select "Subway 2" from the map list
		4. Select the bots you want for each team and any other settings I've left out.
		5. Hit "next", join a team after the map loads, and enjoy.

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TDM/TS/FTL/CAH/CTF	: 6 spawn groups of 20 each (2 groups for CTF, 6 for TS)
DEATHMATCH (FFA)	: 22 deathmatch spawns
SUGGESTED PLAYER LOAD	: 6-20

CUSTOM TEXTURES       	: Yes, see credits below
NEW SOUNDS              : Yes, see credits below
NEW MODELS		: No
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* CONSTRUCTION *
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MAP BASE                : Built from scratch
PREFABS USED            : Chopper by NRGizer
EDITOR(S) USED          : GTKRadiant 1.1.1, 1.2.1beta, 1.2.10
OTHER UTILITIES USED    : Photoshop, Soundforge, UltraEdit-32, ydnar's q3map
CONSTRUCTION TIME	: subway - 11/01 to 1/02; subway2 - 10/02 to 11/02
BRUSH COUNT		: ~8000
ENTITY COUNT		: ~600
KNOWN BUGS              : High r_speeds in places. Texture thrashing in places.
 
COMPILE MACHINE         : Pentium 4 2.4Ghz 1GB RAM			  
 
BSP TIME		: ~90 seconds
VIS			: ~1000 seconds
LIGHT (bounce 8)	: ~17000 seconds
 
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* OTHER LEVELS BY THE AUTHOR *
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See my 20+ other releases at http://www.planetquake.com/cc/
 
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* SPECIAL INSTRUCTIONS / ADDITIONAL INFORMATION *
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From the Urban Terror manual:
	"Unlike Quake 3 Arena, Urban Terror requires the 
	gamer to allocate more resources in order to run 
	the mod without memory issues. You might need to 
	modify your seta com_hunkMegs "128" or higher if 
	you cannot play the mod or particular maps."

Due in part to the new memory requirements of Urban 
Terror 2.6 (gg insanely large lr300 skin, etc.),
you may need to set your "com_hunkmegs" to a value 
greater than 70 (as suggested by SID, 128 is probably
ideal). You'll still be able to load the map at the 
highest visual quality with com_hunkmegs set at 64, 
but taking a screenshot at resolutions higher than 
800x600 may crash the map with a tempmemory error.

If you have suggestions for future improvements to the map, don't hesitate to
let me know.
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* CREDITS *
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	id Software	- Quake 3
	Silicon Ice Dev.- Urban Terror (http://www.urbanterror.net)
	zfz\cyanide	- initial "subway" concept and collaboration on layout ideas
	deek		- primary tester, feedback
	zfz\frost	- collaboration on layout and gameplay ideas
	ydnar		- q3map enhancements/improvements, technical advice, and textures (see below)
			  Note: If you're interested in ydnar's urban textures, get his original, unaltered
			  works at ShaderLab (www.shaderlab.com). His enhanced version of q3map is now bundled with
			  GTKRadiant (www.qeradiant.com).
	redmund		- various design ideas and textures (see below)
	[SID]Oswald	- PR support and feedback in IRC/forums
	[SID]Bladekiller- subway announcement recordings (see below)
	Ziggurat	- testing/feedback
	fuel		- testing/feedback
	ETG #clanchat	- dunno
	ETG #clan_dna	- testing
	Everyone else who contributed to this map in some way - Thanks!
	
	
	Textures stolen, altered, or sampled:
		ad_3dings1.jpg 			- frost (http://www.geocities.com/ombadboy/)
		ad_bleach_01.jpg 		- redmund (http://www.esatclear.ie/~redman/)
		ad_cologne_02.jpg 		- redmund
		ad_evil_goo_01.jpg		- redmund
		ad_jarian_01.jpg		- redmund
		ad_woodornot.jpg		- redmund / deek / aNouc
		ad_ydnar_02.jpg			- ydnar (www.shaderlab.com)
		ad_ydnar_03.jpg			- ydnar
		ad_ydnar_05.jpg			- ydnar
		ad_zfzad_01.jpg			- redmund
		ad_zfzad_02.jpg			- frost
		bush.jpg			- from a q3ut pk3	
		cement-tiled_02.tga		- ydnar (cropped by me)
		cement_1_sharp2sat.tga		- ydnar (bumpmap overlay from rtcw)
		cement_3_bump01.tga		- ydnar (bumpmap overlay from rtcw)
		ControlRoomDoor01_128x256.jpg	- Max Payne (Remedy Entertainment Ltd.)
		detail_door_03.jpg		- M. Kupfer (www.dangerzone.de.st)
		detail_door_04.jpg		- M. Kupfer (www.dangerzone.de.st)
		detail_door_06.jpg		- from ut_sliema.pk3 by Pete "OzeDooD" Cliff (ozedood@optushome.com.au)
		detail_payphone_01.jpg		- found on images.google.com
		det_ctrlpanel_01.jpg		- found on images.google.com
		det_ctrlpanel_02.jpg		- found on images.google.com
		det_ctrlpanel_03.jpg		- found on images.google.com
		det_ctrlpanel_04.jpg		- found on images.google.com
		det_elecpanel_02.jpg		- http://www.planetquake.com/shattered/shine/images/ref/index.htm
		det_elecpanel_03.jpg		- http://www.planetquake.com/shattered/shine/images/ref/index.htm
		det_metpole.jpg			- sampled from detail_door_04.jpg
		det_monitor_02.jpg		- found on images.google.com
		det_subfloor_05_seam.tga	- bumpmap overlay from Max Payne
		dirt2.jpg			- from a q3ut pk3
		dump-wall.tga			- ydnar
		fence.tga			- from a q3ut pk3
		flat_lt_bump02.tga		- ydnar (bumpmap overlay from rtcw)
		front6.jpg			- M. Kupfer (www.dangerzone.de.st)
		frontpq13.jpg			- M. Kupfer (www.dangerzone.de.st)
		frontpq4.jpg			- M. Kupfer (www.dangerzone.de.st)
		glass2.tga			- Return to Castle Wolfenstein (http://www.gmistudios.com/)
		keyboard.jpg			- Cyben (http://www.q-area.de.vu)
		metal-tan-rivets.tga		- ydnar
		metal4.jpg			- forgot - email me if it's yours :)
		metal_1.tga			- ydnar
		metal_2.tga			- from a q3ut pk3
		metal_bright.jpg		- from a q3ut pk3
		mund_subway_caution.jpg		- redmund
		mund_subway_tile_concrete.jpg	- redmund
		news_01.jpg			- found on images.google.com
		news_03.jpg			- found on images.google.com
		news_04.jpg			- found on images.google.com
		news_05.jpg			- found on images.google.com
		news_06.jpg			- found on images.google.com
		news_07.jpg			- found on images.google.com
		pctower.jpg			- Cyben (http://www.q-area.de.vu)
		pipe_1.tga			- ydnar (cropped by me)
		planta1.tga			- from ut_paradise by eXKalibuR (http://www.terrorstrike.net/utdesigns)
		planta5.tga			- from ut_paradise by eXKalibuR (http://www.terrorstrike.net/utdesigns)
		sign_phone.jpg			- found on images.google.com
		sign_restroom_m.jpg		- found on images.google.com
		sign_restroom_w.jpg		- found on images.google.com
		TRASHONTHEFLOOR04_256X128.JPG	- Max Payne (Remedy Entertainment Ltd.)
		w2k_bush1.tga			- from a q3ut pk3
		wide_rusty.tga			- ydnar (cropped by me)

		skybox				- generated by Terragen (http://www.planetside.co.uk/terragen/)
		
	Sounds used, altered, or sampled:
		amb_station_noise1.wav		- http://www.grsites.com/sounds/background001.shtml
		helicopterL.wav			- http://avanimation.avsupport.com/Sound.htm
		machine3.wav			- ut_revolution
		music_kyoto1.wav		- http://www.asahi-net.or.jp/~zb4s-tkgs/e_kysou.htm
		music_kyoto2.wav		- http://www.asahi-net.or.jp/~zb4s-tkgs/e_kysou.htm
		voice_bladek_exit.wav		- voice of Bladekiller (http://www.planetquake.com/polycount/cottages/bladekiller/)
		voice_bladek_respect.wav	- voice of Bladekiller
		voice_bladek_train.wav		- voice of Bladekiller
		voice_station_ann2L.wav		- http://www.grsites.com/sounds/trains001.shtml

================================================================================
* COPYRIGHT / PERMISSIONS *
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Authors MAY NOT use this level as a base to build additional levels.
 
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't cooperate, then DON'T DISTRIBUTE
IT IN ANY FORM!!.
 
This LEVEL may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this LEVEL on any CD or distribute it in
any way without my permission.
 

